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Devious Devices NG


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Posted

@TrollAutokill 's  Diary of Mine (DOM), his NPC slavery mod developed from Paradise Halls Extended (PAHE) makes for excellent gameplay with respect to the more emotional aspects of NPC training

 

However, as it has developed further from the original PAHE, its handling of NPC restraint/s has changed so that, to a large extent, it no longer allows the player to easily directly control worn restraints, either ZAZ or DD/DDNG based.  Consequently it has lost some of its 'playability' for those of us who, lacking relational finesse, would really want to use it more as a 'Trading Entity' of the sort of 'Catch, Train and Sell' variety.  Sort of like when it first appeared on NEXUS a dozen years or so ago.  (The joys of being🧓)

 

The post linked to at the end sets out the sort thing that can happen in DOM presently - eg restraints vanishing as NPCs poses etc change - and which right now seem to be beyond the player's ability to properly control.  It's NOT a reflection on poor mod development - far from that! - but rather the author's greater interest in the emotive aspects, and as TAK has said, he doesn't use DDs, and I guess that his use of ZAZ items is pretty much picking up on the PAHE legacy.  

 

He seems happy about being willing to try to help on this - see the post I referred to - but basically it seems that any primary mechanism to do that might require some identification of ZAZ & DD items by keywords so that they can be identified as some sort of 'no strip' inventory items, and as you can see from the post attached, also able would need to ensure that for DD items BOTH the 'worn' Equipment and 'unworn' Inventory items are left in situ - at present once can disappear 😊

 

I have had a good search through some of the varied items my player has commanded NPCs to wear  - from manacles, armbinders and the full set of chains - but I can't see any readily common way of identifying them directly from the DD individual device keywords.  The only thing that I could see that was common overall was that the keywords' ultimately link back to the base DD mods., but I don't see how even looking at load orders could actually do that too easily when 2 lead characters are variable from set-up to set-up

 

BUT, a lot of mods out there can detect worn DDs so that they don't strip them, or at least quest DDs, from players or NPCs inadvertently eg Simple Slavery etc   

 

So is there some magic that can be done in this regard?  I am the ultimate non techie.  What would allow TAK to add something to devices applied to DOM slaves that he could then use as a means to check items worn by DOM NPC which would prevent his other functions - eg pose animation changes etc - from inadvertently removing them?

 

I have had a look through the thread for 'keyword' uses, in case there really was some simple catch all, but there wasn't anything that I could identify - or understand - as being particularly useful.  But what would I know ...😜

 

The real gurus on this eg @krzp are here, so any suggestions for something simple that would help in this would be gratefully received!

 

DQW  

 

  

Posted
2 hours ago, gordo123123123 said:

Are you telling me to have both my game data path and output be the same folder? Because the guide I watched specifically said to have an empty mod for bodyslide outputs. Also tried that but that didnt work too

It does not really matter, both are valid. (I personally leave output in Data path, as CaptainJ03 said, and then, when everything is fixed just create empty mod and move Overwrite folder (where are real target directory, thanks to redirection in MO2) to this mod to leave Overwrite empty for normal game, and for backup.

 

You just need to somehow manage to Skyrim binary see it in proper place, everything else is cosmetic question ;-) .

 

(if you use MO2, try to start "Explore virtual folder", you will see exactly the same what will see game)

Posted
1 hour ago, jouda1212 said:

It does not really matter, both are valid. (I personally leave output in Data path, as CaptainJ03 said, and then, when everything is fixed just create empty mod and move Overwrite folder (where are real target directory, thanks to redirection in MO2) to this mod to leave Overwrite empty for normal game, and for backup.

 

You just need to somehow manage to Skyrim binary see it in proper place, everything else is cosmetic question 😉 .

 

(if you use MO2, try to start "Explore virtual folder", you will see exactly the same what will see game)

Somehow, reinstalling DD fixed it. 

Posted

I'm still having problems with all the gags; they're still off-center/misaligned. I don't know what to do; I've already built everything in BodySlide and nothing. Can anyone help me?

20260910170407_1.jpg

Posted
26 minutes ago, _Helen_ said:

I'm still having problems with all the gags; they're still off-center/misaligned.

Looks like the character's mouth is not open.

Make sure it's a gag from DD integration or expansion, also that Mfgfix is properly installed.

Posted

---------------------------
DeviousDevices.dll
---------------------------
REL/Relocation.h(1115): failed to open address library file
---------------------------
OK   
---------------------------
Please help—I just upgraded my PC. After downloading the mod and launching DDNG, this notification popped up. I've tried to fix it but haven't been able to.

Posted

FYI - in case it's not been mentioned before

 

Using this version with these settings: 

 

   Devious Devices NG v0.4.3 + FeuerTin + Small Steps + Hop is Sprint + FH + No Dyn Armour 

 

Straitjacket ; HobbleDress: Red Ebonite doesn't hide hands whhich seem to be posed as in an armbinder

 

Pics In situ and + Console below

 

Hope that's of use

 

DQW

 

Spoiler

 

SkyrimSE2026-09-1100-41-28-50.jpg.e019af572bc1f3d1ebc9cca05c936071.jpg

 

SkyrimSE2026-09-1101-19-23-28.jpg.15db257bad24ec3c789508c0e6ecea54.jpg

 

SkyrimSE2026-09-1101-19-38-22.jpg.005029fd4d14fc1cd28846f040545f73.jpg

 

 

 

Posted
1 hour ago, quykiem201193 said:

---------------------------
DeviousDevices.dll
---------------------------
REL/Relocation.h(1115): failed to open address library file
---------------------------
OK   
---------------------------
Please help—I just upgraded my PC. After downloading the mod and launching DDNG, this notification popped up. I've tried to fix it but haven't been able to.

Downgrade to game version 1170 using a downgrader (guide) from the nexus. Then get the correct SKSE and Address Library for 1170.

Posted
10 hours ago, _Helen_ said:

I'm still having problems with all the gags; they're still off-center/misaligned. I don't know what to do; I've already built everything in BodySlide and nothing. Can anyone help me?

20260910170407_1.jpg

 

Looks like you're still in the starting room, so I'm guessing this is an early test.

 

I was having the same issue recently and fixed it by fully activating sexlab before I tested the gags. When I tested the gags before sexlab was fully active, I had the same issue you are having. I think I might have had to put a gag on once, take it off, and put it on again as well (maybe).

Posted
18 hours ago, Taki17 said:

Looks like the character's mouth is not open.

Make sure it's a gag from DD integration or expansion, also that Mfgfix is properly installed.

 

Yes, all the gags are from the Integration or the Expansion. In fact, all the gags—not only from DD NG but also from other mods—are not aligned correctly, and this only started happening to me with this new DDNG update; until then, everything was working. And yes, my MfgFix is installed correctly; I had even found out that it was outdated and ended up installing the latest version, and even so, I'm still having this bug.

 

 

 

7 hours ago, Anunya said:

 

Looks like you're still in the starting room, so I'm guessing this is an early test.

 

I was having the same issue recently and fixed it by fully activating sexlab before I tested the gags. When I tested the gags before sexlab was fully active, I had the same issue you are having. I think I might have had to put a gag on once, take it off, and put it on again as well (maybe).

 

Right, I always use the starting room to test mod updates. I did what you recommended: I waited for SexLab to be fully activated and, in addition to waiting for all the mods I use in my playthrough to load, the bug still persists. I don't know what to do anymore, and I don't know who else to turn to.

 

20260911114831_1.jpg

Posted
24 minutes ago, _Helen_ said:

 

Yes, all the gags are from the Integration or the Expansion. In fact, all the gags—not only from DD NG but also from other mods—are not aligned correctly, and this only started happening to me with this new DDNG update; until then, everything was working. And yes, my MfgFix is installed correctly; I had even found out that it was outdated and ended up installing the latest version, and even so, I'm still having this bug.

 

 

 

 

Right, I always use the starting room to test mod updates. I did what you recommended: I waited for SexLab to be fully activated and, in addition to waiting for all the mods I use in my playthrough to load, the bug still persists. I don't know what to do anymore, and I don't know who else to turn to.

 

20260911114831_1.jpg

 

Ok, I have to admit that Skyrim and any Bethesda game are impossible to understand; I simply did everything @Taki17 and @Anunya  recommended to me and nothing had worked. But then I ended up reloading the save and the bug was simply solved, lol.
Well, so I think we found a solution for this bug. If anyone is going through the same problem I had, just check these steps here:

  1. Check your MfgFix; see if it's installed correctly and up to date.

  2. In-game, wait until SexLab is activated. (Or simply wait for all the mods you have to be activated correctly.)

  3. Test it and put on any type of gag.

  4. If the gag is still misaligned, just reload your save and test again.

 

20260911120826_1.jpg

Posted

Will DDNG be updated for the current patch in the future? I'm aware I could downpatch, but if all my mods will transition to the latest patch in the future anyways I'm willing to wait for updates even if it takes months since I'm not too invested in skyrim atm. On a similar note, do any of y'all know if Devious Curses will be updated? I don't really need to know the timeframe or what comes with the updates, just a "yes it will eventually be updated" or "nah, you should downpatch now".

Posted (edited)
14 hours ago, naaitsab said:

Downgrade to game version 1170 using a downgrader (guide) from the nexus. Then get the correct SKSE and Address Library for 1170.

I did that and now I get the Error that 
DeviousDevices.dll
PapyrusUtil.dll
SexLabUtil.dll

aren't compatible and were disabled. Are you sure it's version 1.6.1170?

I am using SKSE 2.28, Adress Library for 1.6.1170 too, so don't know whats wrong.
(I am using MO2)

Capture.PNG

Edited by KamiKatsu
update
Posted
3 minutes ago, KamiKatsu said:

I did that and now I get the Error that 
DeviousDevices.dll
PapyrusUtil.dll
SexLabUtil.dll

aren't compatible and were disabled. Are you sure it's version 1.6.1170?

Yes, make sure the DLL of DD NG overwrites the original DD's DLL. In fact DDNG should overwrite _everything_ from DD SE.

And you should get the 1170 or 'AE' version of both Papyrusutil and Sexlabutil

Posted
3 minutes ago, naaitsab said:

Yes, make sure the DLL of DD NG overwrites the original DD's DLL. In fact DDNG should overwrite _everything_ from DD SE.

And you should get the 1170 or 'AE' version of both Papyrusutil and Sexlabutil

Thank you! I was a moron and forgot to install NG.

Posted
On 9/10/2026 at 11:09 AM, DonQuiWho said:

So is there some magic that can be done in this regard?  I am the ultimate non techie.  What would allow TAK to add something to devices applied to DOM slaves that he could then use as a means to check items worn by DOM NPC which would prevent his other functions - eg pose animation changes etc - from inadvertently removing them?

 

I have had a look through the thread for 'keyword' uses, in case there really was some simple catch all, but there wasn't anything that I could identify - or understand - as being particularly useful.  But what would I know ...😜

DD NG's devices should survive any animations, thanks to the black magic tech that applies it's own animation offsets over anything - the only thing it doesn't handle is UnequipAll command, so i'd suspect vanishing devices is due to something like that? 🙂

 

In any case, both DD & DDNG have a few keywords that identify it's stuff - zad_lockable for all the stuff with locks, and zad_heavybondage for things that make the actors have a tied-up animation is the ones that I remember off the top of my head.  

Posted
2 hours ago, krzp said:

DD NG's devices should survive any animations, thanks to the black magic tech that applies it's own animation offsets over anything - the only thing it doesn't handle is UnequipAll command, so i'd suspect vanishing devices is due to something like that? 🙂

 

In any case, both DD & DDNG have a few keywords that identify it's stuff - zad_lockable for all the stuff with locks, and zad_heavybondage for things that make the actors have a tied-up animation is the ones that I remember off the top of my head.  

 

Thanks very much for the prompt, and succinct, reply!

 

I'll pass that on, and see if that helps with this conundrum!

 

DQW

Posted
14 hours ago, KamiKatsu said:

I did that and now I get the Error that 
DeviousDevices.dll
PapyrusUtil.dll
SexLabUtil.dll

aren't compatible and were disabled. Are you sure it's version 1.6.1170?

I am using SKSE 2.28, Adress Library for 1.6.1170 too, so don't know whats wrong.
(I am using MO2)

Capture.PNG

On AE 1170, your version of SKSE is 2.2.6, and that will not ever change. It's the one mod you def cannot update

Posted (edited)

I'm running into an error that says "REL/Relocation.h(1115): failed to open address library file" in DeviousDevices.dll

 

I've followed the installation process, what I am doing wrong?

 

For the record, my Skyrim SSE version is 1.7.104.0 installed through Steam, AE version

Edited by GynoidAlli
Forgot to provide game version
Posted
3 minutes ago, GynoidAlli said:

I'm running into an error that says "REL/Relocation.h(1115): failed to open address library file" in DeviousDevices.dll

 

I've followed the installation process, what I am doing wrong?

 

Most likely you are trying to use DDNG on the latest version of skryim, which you cannot do yet. You will either have to wait or roll your game back to one of the previous supported versions.

Posted
44 minutes ago, HereBeTentacles said:

 

Most likely you are trying to use DDNG on the latest version of skryim, which you cannot do yet. You will either have to wait or roll your game back to one of the previous supported versions.

 

Ah, the dreaded curse of the auto-update. DYB.... thanks hon!

Posted

Is there a way to temporarily change the movement speed of a pet suit and then restore the original value when done?

 

It looks as if I need to modify afMaxSpeedMult and afMaxSprintSpeedMult from DeviousDevices.ini, but I don't see how to temporarily modify those values during the game.  I don't want to alter the file itself, of course, just access and change the loaded values with a script.

Posted (edited)
9 minutes ago, Hex Bolt said:

Is there a way to temporarily change the movement speed of a pet suit and then restore the original value when done?

 

It looks as if I need to modify afMaxSpeedMult and afMaxSprintSpeedMult from DeviousDevices.ini, but I don't see how to temporarily modify those values during the game.  I don't want to alter the file itself, of course, just access and change the loaded values with a script.

 

What's the use case? 

You should just be able to add another ability or spell to the player to bump up/down the players speedmult to get it to the value you're looking for, speedmults are additive or whatever so that should work.

 

If it's a custom petsuit you can make it so it adds/removes the speedmult ability in the devices equip/unequip functions so it happens automatically whenever that device is equipped or unequipped.

Edited by HereBeTentacles
Posted (edited)
52 minutes ago, HereBeTentacles said:

What's the use case? 

Equipping a pet suit on the PC for long enough that the default speed is just painfully slow.  Players have reported getting around the problem by editing DeviousDevices.ini, but not everyone is going to know to do that.

 

52 minutes ago, HereBeTentacles said:

If it's a custom petsuit...

It's not a custom device.

 

52 minutes ago, HereBeTentacles said:

You should just be able to add another ability or spell to the player to bump up/down the players speedmult to get it to the value you're looking for, speedmults are additive or whatever so that should work.

I didn't realize that it was that simple.  DD 5.2 uses a 5-second update loop that keeps resetting the speed multiplier.  If NG no longer does periodic updates to speed while a pet suit is worn, then yes, a mod can just check the PC's speedmult and update it as needed.  That's even easier than temporarily changing a setting.

Edited by Hex Bolt
Posted (edited)
17 minutes ago, Hex Bolt said:

If NG no longer does periodic updates to speed while a pet suit is worn, then yes, a mod can just check the PC's speedmult and update it as needed. 

 

It still works that way, that's why it would need to be done through some sort of magic effect. Anything you do to the player speedmult directly is likely to get reset at some point. If you do it through a magic effect or some other indirect method it should be fine. Plus if you do it that way you can condition the effect to only apply when the player is wearing something with the petssuit keyword. Less scripting that way depending on what you are doing.

 

I have a similar sort of thing in my mod where I overencumber the player because I don't want them running/sprinting, but that leaves them too slow for my liking so I add an ability that ups their speedmult a bit to make up for that. The ability is conditioned to only work when they're in a faction I set up for when I overncumber them. The same idea could work for your mod.

Edited by HereBeTentacles

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